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 [FFG 40K] Specializing Weapons (More Dynamic)

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Iron and Metal
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Iron and Metal


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[FFG 40K] Specializing Weapons (More Dynamic) Empty
PostSubject: [FFG 40K] Specializing Weapons (More Dynamic)   [FFG 40K] Specializing Weapons (More Dynamic) EmptyTue Jun 30, 2020 5:13 pm

One thing I have come across in my years of running/playing the FFG various systems is that some weapons can become one-tool-fits-all. While this is probably a great thing for the Min-Maxers among us, it really limits players who want their chosen role in a party to be special. A single weapon should not be ideal for every single situation. Currently, the biggest restriction in FFG combat regarding ranged weapons seems to be range. Heavy weapons need to be braced, but there are quick work arounds for that. Smaller, compact weapons such as pistols/submachine guns have some bonuses but they are almost never a viable option when a PC has a bigger weapon at their disposal once combat starts.

This is a thread where we attempt to find solutions to these problems to make combat more dynamic.

Please feel free to comment on, critique, or add more potential weapon modifications yourself.

New Weapons Special Qualities Discussed So Far:


Snapfire (New Weapon Special Quality - specifically for Scoped Weapons): Inspired by the Savage Worlds ruleset, Snapfire penalizes Snipers for moving and firing in the same round. For FFG, I would see it amended to state the following: "This weapon is not accurate when firing on the move or at close ranges. Any shots made in the same round that the shooter moved will suffer a -10. Furthermore, this weapon cannot simultaneously benefit from Point Blank/Short Range AND aiming bonuses."

- The idea here is that sniper rifles (scopes in general) are meant to hit targets at long and extreme distances. This is an attempt to curtail their effectiveness at close range. Looking through a scope at a target at PB range would actually make it a lot harder to hit, so having it not benefit from both Point Blank/Close Range and Aim forces the sniper to either hip fire, or pull their sidearm. Thus, the weapon is meant to excel at distance as intended, but up close and personal requires a different approach lest it be harder to do.


CQC "Close-Quarters-Combat" (New Weapon Special Quality - specifically for short-ranged weapons other than shotguns): As RAW already penalizes long distance shooting across the board, this rule would allow bonuses to hit for ranged weapons meant to be used in close quarters. The new weapon special quality reads as follows: "This weapon's design is optimal to be fired from the hip or easily maneuvered and aimed in close up fights. These weapons include submachine guns, pistols, carbines, and any basic weapon with the "compact" upgrade. When fired at close range, the weapon gains +1 DoS on any successful hit. When fired at point blank, the weapon gains +2 DoS on any successful hit."**

- The idea here is that the closer you are, the more these weapons excel. While the +1/+2 DoS don't mean much for single fire weapons, they potentially mean 1 or 2 more successful hits when fired on semi or fully automatic.
**Debated farther down the thread.

_________________
Lucius - The Leader; The Beast - The Ruinborn Berserker; Alexium - The Telepath;  Felyx-080 - The Researcher; Weyland - The Plague Doctor
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Last edited by Iron and Metal on Thu Jul 16, 2020 11:11 am; edited 2 times in total
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Iron and Metal
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Iron and Metal


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[FFG 40K] Specializing Weapons (More Dynamic) Empty
PostSubject: Re: [FFG 40K] Specializing Weapons (More Dynamic)   [FFG 40K] Specializing Weapons (More Dynamic) EmptyWed Jul 08, 2020 2:52 pm

Pinned to the First Post:

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Lucius - The Leader; The Beast - The Ruinborn Berserker; Alexium - The Telepath;  Felyx-080 - The Researcher; Weyland - The Plague Doctor
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Reading: "Malintzin's Choices," Camilla Townsend
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Last edited by Iron and Metal on Thu Jul 16, 2020 11:10 am; edited 1 time in total
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Hydrako
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PostSubject: Re: [FFG 40K] Specializing Weapons (More Dynamic)   [FFG 40K] Specializing Weapons (More Dynamic) EmptyFri Jul 10, 2020 1:45 pm

I think the sniper rifle mod I perfect. That really nails the feeling of difficulty of trying to sight in on someone 20 meters away with a x20 scope.

I would change the second mod k my slightly. I would drop the +2 DoS for submachine guns at pb because it doesn't feel quite right. Pistols should be what excels at that range since they leave a hand free, are mostly single shot, are easier to handle. I would worry that a SMG becomes too powerful because it's easy to run around into melee and blast everyone apart in one or two rounds because you're getting an easy extra 1/2 hits. Give them the buff at close range for sure though.

Pistols could do with some love though in pb range though. They are ok, but don't feel specialist enough. Maybe add DoS as extra damage? It's a nice boost but hardly game breaking unless you're in Deathwatch maybe lol.
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Iron and Metal
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PostSubject: Re: [FFG 40K] Specializing Weapons (More Dynamic)   [FFG 40K] Specializing Weapons (More Dynamic) EmptyThu Jul 16, 2020 11:06 am

Quote :
I think the sniper rifle mod I perfect. That really nails the feeling of difficulty of trying to sight in on someone 20 meters away with a x20 scope.

Good. That's exactly what I was going for. Anyone who has sighted down a scope knows that they are clearly not viable for close range targets.

Quote :
Pistols should be what excels at that range since they leave a hand free, are mostly single shot, are easier to handle.

This isn't necessarily true for a number of reasons. First and foremost, single action pistols are a thing of the past and essentially don't exist in the rulebook. What I mean is that nearly every pistol has a semi-auto shot count. They're much harder to handle, and more inaccurate, than a carbine as the stock/two hand grip/higher velocity rounds give greater accuracy and control.

So, I want to reward that for players who choose carbine - lose out on the longer ranges - but get mad bonuses in urban warfare, clearing houses etc because they chose the right tool for the job. Similarly, I think if a player lets someone with a submachine close to point blank they should get fucked up. A full auto burst from a small caliber weapon at 3m should be brutal AF. Just like a shotgun.

Let's look at some stats, for example.
- Shotgun (S/-/-) OR Combat Shotgun (S/3/-): Per the Scatter quality, at point blank range every 2 DoS is an additional hit. With a BS of 35, someone at PB who rolls a natural 1 can hit a character 3 times with a standard shotgun/6 times with a combat shotgun on semi auto. That's fuckin RAW.

And looking at the weapon stats in Only War, there is literally only 1 sub machine: the Autopistol that has a fire rate of S/-/6. In the same scenario, that 5 DoS simply allows all 6 shots to hit. Still not even as deadly as the combat shotgun because the autopistol only has 1d10+2 damage.

The idea is the brutality of the weapon - when used appropriately - hopefully forces PCs/NPCs to use smarter tactics: overwatch, delay, suppression come to mind. Level up: suppression by some while the others maneuver to flank and deliver the kill.

But from a balance standpoint, I see your point. I guess after 5 years of our game, I am tired of players still expecting to play on easy mode. Shit is brutal. Only war should be brutal.

Pistols do need love. As it stands, RAW, pistols are the only weapons that can be fired while in melee. Perhaps players need to take advantage of that more. Maybe a talent(s) that allow players to specialize in pistol warfare.

Spitball Idea: Double Tap (Tier 2; Ballistic Skill, Offense): Character can now fire twice, instead of once, while in melee.


TL;DR: I want the weapons to feel specialized. Carbines should excel in close combat. Submachine guns should be just as deadly up close as shotguns. Pistols definitely need more specialization and love.

I am not convinced that the +2 DoS is OP given the stub automatic vs combat shotgun comparison above. But I do feel like pistols need more love. Talents could help solve this. I like adding DoS as extra damage, but that is already RAW.

_________________
Lucius - The Leader; The Beast - The Ruinborn Berserker; Alexium - The Telepath;  Felyx-080 - The Researcher; Weyland - The Plague Doctor
He/Him
Reading: "Malintzin's Choices," Camilla Townsend
Post Avail: Daily over Summer
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Hydrako
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PostSubject: Re: [FFG 40K] Specializing Weapons (More Dynamic)   [FFG 40K] Specializing Weapons (More Dynamic) EmptyWed Jul 22, 2020 1:41 pm

I guess when I think of pistols excelling, it's because they don't get penalties for firing in melee. The double tap idea has me frothing at the mouth though. That sounds legit. Is the extra DoS for to hit for pistols ALWAYS added damage or is it just on a roll of 1 for damage? My thinking was for it to be always added - might be too strong though.

You've convinced me on the SMGs getting the extra DOS buff. I think that makes sense since it's supposed to be a hose in CQC.

Also, I think I have my ranges mixed up. PB would work fine for the extra DoS since it's not in melee.
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